Overall (only after reading, haven't had a chance to play yet), it presents itself as a very capable Blades in the Dark hack, developing ideas from the base system in an interesting and competent way, but not very much in the non-mechanical aspects.
Good sides:
- Interesting, mechanized approach to romance as a game element;
- Playbooks are mostly good and well fit well with overall tone of the game;
- The overall structure and additional metacurrencies seem to emulate various machinations, intrigues and general ascents of power and influence in an interesting way;
- I really like the idea of breaking down our group's choices into two things: House and coterie type;
- I like addressing the issue of modifying items, not just crafting them;
- I'm a big fan of intrigue as downtime action. Fits very well with the premise of the game;
- I also really like the fact that the accumulation of "negative points" reflects on the group's activities from the very beginning and their constant monitoring is a key element of the game;
- House management mechanics for GMs look very cool;
- The illustrations are nice and the layout is legible and clear, although sometimes the Gothic font is almost illegible.
Weak sides:
- I am disappointed with The Knack playbook as well as the general approach to magic. I was hoping that the game would provide some interesting approach to magic, since it was supposed to be one of the pillars. Unfortunately, I couldn't find it here. I honestly feel the original Blades in the Dark has more magic than Court;
- The world proposed by the game is completely uninteresting to me, I didn't find anything in it that would attract me in any way. It's just awfully bland to me;
- The chapters devoted to driving and the gameplay in general seem to me to repeat the same things three times. This space could be used better;
- There are no tools or a short chapter on modifying the rules and creating your own elements.
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